Actually attack and return is the problem, hahaha. I actually hate the attack and return, because I rarely use it... 'cause I use the commander as a tank, and changing the attack mode is really annoying!

Hahaha...

Also, I have some feedback 'bout abilities to give!

I enjoy every single one, but the brute quicksand is actually very bad sometimes, because sometimes my own creatures fall victims of it!!! Hahaha

Also, in the beginning, when the commander can't use the abilities, that messages about the ability that didn't work is actually very annoying! Is there any way to disable it? (This is a problem just in the start, mostly with the paladin, because you get it 3 times!)

Quote:did I ever said how much I hate commanders? Don't know why, I just can't stand them, their uber powers make any other creatures look pale in comparison. Never used commanders in any of my maps.

I agree with this. The original commanders weren't balanced well, but we never use them anymore only because they're overpowered (with some having uber powers) especially on XL maps and long custom maps. There are already plenty of options to make commanders stronger (power stones, commanders items and the original more powerful commander WOG option) which, although cool, is overkill on overkill. If there was a "weaker commanders mod" I might try it in my multiplayer games. Or maybe there is one hidden somewhere and I've missed it? Or maybe I'll have time to figure it all out.

Commanders are not that overpower...
Taking in consideration that they can only be [1] in number, they're not that overpower.
And even if they were, you can easily make the game more balanced.
I use the stack x 3 (and x2, but i don't know if they really work together), Better AI and all the neutral stack bonuses with Karmick Battles...

Also, if you use reduced stack experience, I can't see how commanders would give you such a big vantage, seriously.

Quote:Commanders are not that overpower...
Taking in consideration that they can only be [1] in number, they're not that overpower.
And even if they were, you can easily make the game more balanced.
I use the stack x 3 (and x2, but i don't know if they really work together), Better AI and all the neutral stack bonuses with Karmick Battles...

Also, if you use reduced stack experience, I can't see how commanders would give you such a big vantage, seriously.

Sal & I haven't been the only ones to ever say commanders are overpowered. With or without stack experience. If you play on small & medium maps I could see how you might think that.

i may include in minimods tweaked version of random hero script (with 100% chance), so maybe then balance lovers would enable it and balance would be restored for them ? (once every on adventure map stack seems to have a commander it doesn't matter how powerfull they are).

I understand my commanders are very powerfull and it changes default balance, but there are scripts and mods which helps neutral, and ERA is highly configurable in terms of mods, so maybe give a shot some "unbalanced" mods in such set it restores balance for you? (random hero, neutral stack size, neutral unit bonuses and something i don't remember would be overkill together, but if you think my new commanders are match for such setup let's try

I also don't think you should change your mod: there are very many players who enjoy VERY strong commanders, maps as The Dragon Slaughter (by Woodmelon) have >300 active threads with tens thousands of chinese players discussing about or playing (actually the most played map in the world, all versions included). In TDS you can win vs thousands of azures dragons with only the commander. So is not like one side or another is right, is about tastes.
____________All my Era II mods

Actually vice versa, with special ability upgrades and close to no cap upgrade in the Emerald Towers I have little reasons to use Commanders in TDS, only use them as meat shield in early game and that's it.

But I agree with Sal about Commanders improving abilities of Heroes (extra stats, spells effects, buffs, etc) rather than a solo killing machine. I have really no reason to try upgrading my towns and armies with this mod, everything can be solved with Commander alone.

Well, it takes a lot of time until you can visit the emerald towers, and before that you rely only on commander/henchman. Once you buy the commander artefacts, he levels up very fast with some 10k HP, death stare, immortal, fly, block so you can slaughter very big armies only with him. I liked it first time, but zero replayability afterwards, one creature fights is not going anywhere good.
____________All my Era II mods

well, salamandre did you tried any "difficulty" mod or wog option for neutrals? once some treshold you are very required to have an army

I personally play with neutral stack size modified version (x2), but you may try x3, and also neutral creature bonuses. this way you will have enogh challenge. don't forget to enable castle upgrades since you can increase creature growth

okay but i haven't taken fly out (actually aircraft is fly+minebomber).

and yeah about random hero - you may need tweaked version with 100%chance. also for weak heroes consider using knightmare heroes (changed hero specialities). but you know what? I may want to develop some neutral difficulty mod myself (but knowing my approach to balance it would be very tought so hardly playable without candie mods - or maybe just add commanders to neutrals?)

I think Mazac can divide the Knightmare Commander into 2 separate ones. The first version only has the creature experience bonus and maybe the Commanders now can get all 6 skill stats rather than only 4 currently feature. The 2nd one has everything (including new special abilities and powerful new passive) for those who care less about balance and just want to have fun and more new features.

Kinda hope someone could do a balanced version of Sagamosa mod too, because I really REALLY love its features and special skills however the mod is indeed poorly balanced currently.

Diplomacy is now Nobility (works only if there is Knightmare Commanders loaded)
Basic Nobility Commander has Fortune and Mirth
Advanced Nobility Commander has Fortune, Mirth and Prayer, Commander has +25% Damage and Hit Points
Expert Nobility Commander has Fortune, Mirth and Prayer, Commander has +75% Damage and Hit Points

The Commander may gain this extra skill if he or she has
Attack and Defense Master skills

Commander get Reduce Enemy Defense by 50% and Age Enemy

It is marked with [D] in Commander info during a battle.

Fearsome

The Commander may gain this extra skill if he or she has
Attack and Hit Points Master skills

It is marked with [O] in Commander info during a battle.

Enemies may lose their turn due to freezing with fear.

Crushing Damage

The Commander may gain this extra skill if he or she has
Attack and Damage Master skills

Commander gets Maximum Damage Always, and 50% chance to Death Blow

It is marked with [M] in Commander info during a battle.

Stings

The Commander may gain this extra skill if he or she has
Attack and Magic Power Master skills

Commander gets No Enemy Retaliation and Poisonous.

It is marked with [N] in Commander info during a battle.

Flash Swing

The Commander may gain this extra skill if he or she has
Attack and Speed Master skills

Commander Swings his or her blade so fast, that it have a chance to produce some Lightning
The chance is (12 + 2 * Commander level) percent for each strike. Additionally commander get Attack and Return

It is marked with [S] in Commander info during a battle.

no
no

Vigor

The Commander may gain this extra skill if he or she has
Defense and Hit Points Master skills

It is marked with [E] in Commander info during a battle.

Strike back every attack, and always positive morale

Strike all Enemies around

The Commander may gain this extra skill if he or she has
Defense and Damage Master skills

It is marked with [A.] in Commander info during a battle.

Magic Armor

The Commander may gain this extra skill if he or she has
Defense and Magic Power Master skills

It is marked with in Commander info during a battle.

Starts Every battle with Fire Shield and weak Magic Mirror

30% chance to Block any Physical Damage

The Commander may gain this extra skill if he or she has
Defense and Speed Master skills

It is marked with [B.] in Commander info during a battle.

Attack twice

The Commander may gain this extra skill if he or she has
Hit Points and Damage Master skills

It is marked with [2] in Commander info during a battle.

Commander Rebirths

The Commander may gain this extra skill if he or she has
Hit Points and Magic Power Master skills

It is marked with [P] in Commander info during a battle.

Every Death has chance to Rebirth

Regeneration 250 HP every turn

The Commander may gain this extra skill if he or she has
Hit Points and Speed Master skills

It is marked with [R] in Commander info during a battle.

Every turn (in the beginning) regenerates 250 Hit Points

DeathStare

The Commander may gain this extra skill if he or she has
Damage and Magic Power Master skills

It is marked with [G] in Commander info during a battle.

Every attack has the Death Stare
Kills (Commander Level)/(Creature Level)
creatures in the stack
where Creature Level is from 1 to 7

Champion Distance Bonus

The Commander may gain this extra skill if he or she has
Damage and Speed Master skills

It is marked with [C] in Commander info during a battle.

Damage grows for 5% per square

Aircraft

The Commander may gain this extra skill if he or she has
Magic Power and Speed Master skills

Commander can Fly and casts Land Mine before every attack

It is marked with [F] in Commander info during a battle.
======================================

it does not change artifacts, separate from Bow of Seeking
it does not change monsters, separate from Commanders

note that knightmare heroes needs SU_Patch OR "WoG Plus".
I advice using Knightmare Commanders Lite, as Knightmare Commanders seem a bit overpowered and I'm not ported new things from KCL to KC.
I also like to Advertise Knightmare War Machines - while it is little compared to KC(L) and KH it provides nice improvement.

Yeah, except I do like to use "realistically" unbalanced/overpowering things.

Diplomacy skill actually works as artifacts reduces aggression of monsters or removes their savage effect. Fancy where you are able to get Lvl 8 monsters in your side ( Level 20-24 in my modded Wog lol )

I noticed it changes the names by bugged things:

Magogs are changed to random names ( Living Scrolls, bars, Confluxes... etc)
And valhalla fountains are changed to do learn basic pathfinding or so.